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Odin/core/math/linalg/general.odin
T

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Odin

package linalg
import "core:math"
import "core:intrinsics"
// Generic
TAU :: 6.28318530717958647692528676655900576;
PI :: 3.14159265358979323846264338327950288;
E :: 2.71828182845904523536;
τ :: TAU;
π :: PI;
e :: E;
SQRT_TWO :: 1.41421356237309504880168872420969808;
SQRT_THREE :: 1.73205080756887729352744634150587236;
SQRT_FIVE :: 2.23606797749978969640917366873127623;
LN2 :: 0.693147180559945309417232121458176568;
LN10 :: 2.30258509299404568401799145468436421;
MAX_F64_PRECISION :: 16; // Maximum number of meaningful digits after the decimal point for 'f64'
MAX_F32_PRECISION :: 8; // Maximum number of meaningful digits after the decimal point for 'f32'
RAD_PER_DEG :: TAU/360.0;
DEG_PER_RAD :: 360.0/TAU;
@private IS_NUMERIC :: intrinsics.type_is_numeric;
@private IS_QUATERNION :: intrinsics.type_is_quaternion;
@private IS_ARRAY :: intrinsics.type_is_array;
@private IS_FLOAT :: intrinsics.type_is_float;
@private BASE_TYPE :: intrinsics.type_base_type;
@private ELEM_TYPE :: intrinsics.type_elem_type;
scalar_dot :: proc(a, b: $T) -> T where IS_FLOAT(T), !IS_ARRAY(T) {
return a * b;
}
vector_dot :: proc(a, b: $T/[$N]$E) -> (c: E) where IS_NUMERIC(E) #no_bounds_check {
for i in 0..<N {
c += a[i] * b[i];
}
return;
}
quaternion64_dot :: proc(a, b: $T/quaternion64) -> (c: f16) {
return a.w*a.w + a.x*b.x + a.y*b.y + a.z*b.z;
}
quaternion128_dot :: proc(a, b: $T/quaternion128) -> (c: f32) {
return a.w*a.w + a.x*b.x + a.y*b.y + a.z*b.z;
}
quaternion256_dot :: proc(a, b: $T/quaternion256) -> (c: f64) {
return a.w*a.w + a.x*b.x + a.y*b.y + a.z*b.z;
}
dot :: proc{scalar_dot, vector_dot, quaternion64_dot, quaternion128_dot, quaternion256_dot};
inner_product :: dot;
outer_product :: proc(a: $A/[$M]$E, b: $B/[$N]E) -> (out: [M][N]E) where IS_NUMERIC(E) #no_bounds_check {
for i in 0..<M {
for j in 0..<N {
out[i][j] = a[i]*b[j];
}
}
return;
}
quaternion_inverse :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
return conj(q) * quaternion(1.0/dot(q, q), 0, 0, 0);
}
scalar_cross :: proc(a, b: $T) -> T where IS_FLOAT(T), !IS_ARRAY(T) {
return a * b;
}
vector_cross2 :: proc(a, b: $T/[2]$E) -> E where IS_NUMERIC(E) {
return a[0]*b[1] - b[0]*a[1];
}
vector_cross3 :: proc(a, b: $T/[3]$E) -> (c: T) where IS_NUMERIC(E) {
c[0] = a[1]*b[2] - b[1]*a[2];
c[1] = a[2]*b[0] - b[2]*a[0];
c[2] = a[0]*b[1] - b[0]*a[1];
return;
}
quaternion_cross :: proc(q1, q2: $Q) -> (q3: Q) where IS_QUATERNION(Q) {
q3.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
q3.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;
q3.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;
q3.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
return;
}
vector_cross :: proc{scalar_cross, vector_cross2, vector_cross3};
cross :: proc{scalar_cross, vector_cross2, vector_cross3, quaternion_cross};
vector_normalize :: proc(v: $T/[$N]$E) -> T where IS_NUMERIC(E) {
return v / length(v);
}
quaternion_normalize :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
return q/abs(q);
}
normalize :: proc{vector_normalize, quaternion_normalize};
vector_normalize0 :: proc(v: $T/[$N]$E) -> T where IS_NUMERIC(E) {
m := length(v);
return 0 if m == 0 else v/m;
}
quaternion_normalize0 :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
m := abs(q);
return 0 if m == 0 else q/m;
}
normalize0 :: proc{vector_normalize0, quaternion_normalize0};
vector_length :: proc(v: $T/[$N]$E) -> E where IS_NUMERIC(E) {
return math.sqrt(dot(v, v));
}
vector_length2 :: proc(v: $T/[$N]$E) -> E where IS_NUMERIC(E) {
return dot(v, v);
}
quaternion_length :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
return abs(q);
}
quaternion_length2 :: proc(q: $Q) -> Q where IS_QUATERNION(Q) {
return dot(q, q);
}
scalar_triple_product :: proc(a, b, c: $T/[$N]$E) -> E where IS_NUMERIC(E) {
// a . (b x c)
// b . (c x a)
// c . (a x b)
return dot(a, cross(b, c));
}
vector_triple_product :: proc(a, b, c: $T/[$N]$E) -> T where IS_NUMERIC(E) {
// a x (b x c)
// (a . c)b - (a . b)c
return cross(a, cross(b, c));
}
length :: proc{vector_length, quaternion_length};
length2 :: proc{vector_length2, quaternion_length2};
projection :: proc(x, normal: $T/[$N]$E) -> T where IS_NUMERIC(E) {
return dot(x, normal) / dot(normal, normal) * normal;
}
identity :: proc($T: typeid/[$N][N]$E) -> (m: T) #no_bounds_check {
for i in 0..<N {
m[i][i] = E(1);
}
return m;
}
trace :: proc(m: $T/[$N][N]$E) -> (tr: E) {
for i in 0..<N {
tr += m[i][i];
}
return;
}
transpose :: proc(a: $T/[$N][$M]$E) -> (m: (T when N == M else [M][N]E)) #no_bounds_check {
for j in 0..<M {
for i in 0..<N {
m[j][i] = a[i][j];
}
}
return;
}
matrix_mul :: proc(a, b: $M/[$N][N]$E) -> (c: M)
where !IS_ARRAY(E), IS_NUMERIC(E) #no_bounds_check {
for i in 0..<N {
for k in 0..<N {
for j in 0..<N {
c[k][i] += a[j][i] * b[k][j];
}
}
}
return;
}
matrix_comp_mul :: proc(a, b: $M/[$J][$I]$E) -> (c: M)
where !IS_ARRAY(E), IS_NUMERIC(E) #no_bounds_check {
for j in 0..<J {
for i in 0..<I {
c[j][i] = a[j][i] * b[j][i];
}
}
return;
}
matrix_mul_differ :: proc(a: $A/[$J][$I]$E, b: $B/[$K][J]E) -> (c: [K][I]E)
where !IS_ARRAY(E), IS_NUMERIC(E), I != K #no_bounds_check {
for k in 0..<K {
for j in 0..<J {
for i in 0..<I {
c[k][i] += a[j][i] * b[k][j];
}
}
}
return;
}
matrix_mul_vector :: proc(a: $A/[$I][$J]$E, b: $B/[I]E) -> (c: B)
where !IS_ARRAY(E), IS_NUMERIC(E) #no_bounds_check {
for i in 0..<I {
for j in 0..<J {
c[j] += a[i][j] * b[i];
}
}
return;
}
quaternion_mul_quaternion :: proc(q1, q2: $Q) -> Q where IS_QUATERNION(Q) {
return q1 * q2;
}
quaternion64_mul_vector3 :: proc(q: $Q/quaternion64, v: $V/[3]$F/f16) -> V {
Raw_Quaternion :: struct {xyz: [3]f16, r: f16};
q := transmute(Raw_Quaternion)q;
v := transmute([3]f16)v;
t := cross(2*q.xyz, v);
return V(v + q.r*t + cross(q.xyz, t));
}
quaternion128_mul_vector3 :: proc(q: $Q/quaternion128, v: $V/[3]$F/f32) -> V {
Raw_Quaternion :: struct {xyz: [3]f32, r: f32};
q := transmute(Raw_Quaternion)q;
v := transmute([3]f32)v;
t := cross(2*q.xyz, v);
return V(v + q.r*t + cross(q.xyz, t));
}
quaternion256_mul_vector3 :: proc(q: $Q/quaternion256, v: $V/[3]$F/f64) -> V {
Raw_Quaternion :: struct {xyz: [3]f64, r: f64};
q := transmute(Raw_Quaternion)q;
v := transmute([3]f64)v;
t := cross(2*q.xyz, v);
return V(v + q.r*t + cross(q.xyz, t));
}
quaternion_mul_vector3 :: proc{quaternion64_mul_vector3, quaternion128_mul_vector3, quaternion256_mul_vector3};
mul :: proc{
matrix_mul,
matrix_mul_differ,
matrix_mul_vector,
quaternion64_mul_vector3,
quaternion128_mul_vector3,
quaternion256_mul_vector3,
quaternion_mul_quaternion,
};
vector_to_ptr :: proc(v: ^$V/[$N]$E) -> ^E where IS_NUMERIC(E), N > 0 #no_bounds_check {
return &v[0];
}
matrix_to_ptr :: proc(m: ^$A/[$I][$J]$E) -> ^E where IS_NUMERIC(E), I > 0, J > 0 #no_bounds_check {
return &m[0][0];
}
to_ptr :: proc{vector_to_ptr, matrix_to_ptr};
// Splines
vector_slerp :: proc(x, y: $T/[$N]$E, a: E) -> T {
cos_alpha := dot(x, y);
alpha := math.acos(cos_alpha);
sin_alpha := math.sin(alpha);
t1 := math.sin((1 - a) * alpha) / sin_alpha;
t2 := math.sin(a * alpha) / sin_alpha;
return x * t1 + y * t2;
}
catmull_rom :: proc(v1, v2, v3, v4: $T/[$N]$E, s: E) -> T {
s2 := s*s;
s3 := s2*s;
f1 := -s3 + 2 * s2 - s;
f2 := 3 * s3 - 5 * s2 + 2;
f3 := -3 * s3 + 4 * s2 + s;
f4 := s3 - s2;
return (f1 * v1 + f2 * v2 + f3 * v3 + f4 * v4) * 0.5;
}
hermite :: proc(v1, t1, v2, t2: $T/[$N]$E, s: E) -> T {
s2 := s*s;
s3 := s2*s;
f1 := 2 * s3 - 3 * s2 + 1;
f2 := -2 * s3 + 3 * s2;
f3 := s3 - 2 * s2 + s;
f4 := s3 - s2;
return f1 * v1 + f2 * v2 + f3 * t1 + f4 * t2;
}
cubic :: proc(v1, v2, v3, v4: $T/[$N]$E, s: E) -> T {
return ((v1 * s + v2) * s + v3) * s + v4;
}
array_cast :: proc(v: $A/[$N]$T, $Elem_Type: typeid) -> (w: [N]Elem_Type) #no_bounds_check {
for i in 0..<N {
w[i] = Elem_Type(v[i]);
}
return;
}
matrix_cast :: proc(v: $A/[$M][$N]$T, $Elem_Type: typeid) -> (w: [M][N]Elem_Type) #no_bounds_check {
for i in 0..<M {
for j in 0..<N {
w[i][j] = Elem_Type(v[i][j]);
}
}
return;
}
to_f32 :: #force_inline proc(v: $A/[$N]$T) -> [N]f32 { return array_cast(v, f32); }
to_f64 :: #force_inline proc(v: $A/[$N]$T) -> [N]f64 { return array_cast(v, f64); }
to_i8 :: #force_inline proc(v: $A/[$N]$T) -> [N]i8 { return array_cast(v, i8); }
to_i16 :: #force_inline proc(v: $A/[$N]$T) -> [N]i16 { return array_cast(v, i16); }
to_i32 :: #force_inline proc(v: $A/[$N]$T) -> [N]i32 { return array_cast(v, i32); }
to_i64 :: #force_inline proc(v: $A/[$N]$T) -> [N]i64 { return array_cast(v, i64); }
to_int :: #force_inline proc(v: $A/[$N]$T) -> [N]int { return array_cast(v, int); }
to_u8 :: #force_inline proc(v: $A/[$N]$T) -> [N]u8 { return array_cast(v, u8); }
to_u16 :: #force_inline proc(v: $A/[$N]$T) -> [N]u16 { return array_cast(v, u16); }
to_u32 :: #force_inline proc(v: $A/[$N]$T) -> [N]u32 { return array_cast(v, u32); }
to_u64 :: #force_inline proc(v: $A/[$N]$T) -> [N]u64 { return array_cast(v, u64); }
to_uint :: #force_inline proc(v: $A/[$N]$T) -> [N]uint { return array_cast(v, uint); }
to_complex32 :: #force_inline proc(v: $A/[$N]$T) -> [N]complex32 { return array_cast(v, complex32); }
to_complex64 :: #force_inline proc(v: $A/[$N]$T) -> [N]complex64 { return array_cast(v, complex64); }
to_complex128 :: #force_inline proc(v: $A/[$N]$T) -> [N]complex128 { return array_cast(v, complex128); }
to_quaternion64 :: #force_inline proc(v: $A/[$N]$T) -> [N]quaternion64 { return array_cast(v, quaternion64); }
to_quaternion128 :: #force_inline proc(v: $A/[$N]$T) -> [N]quaternion128 { return array_cast(v, quaternion128); }
to_quaternion256 :: #force_inline proc(v: $A/[$N]$T) -> [N]quaternion256 { return array_cast(v, quaternion256); }